jojojona

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About jojojona

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  1. For damaged reaction wheels, you could lower the torque they produce, as well as for wheels, so they get less powerful. (If possible, Kerbal Foundries support would awesome for that, somewhere in the distant future...)
  2. @riocrokite I know that Angel-125 has a custom plugin for changing the wheel basis of the wheels in his Buffalo MSEV mod, maybe you could use that? http://forum.kerbalspaceprogram.com/index.php?/profile/106975-angel-125/ http://forum.kerbalspaceprogram.com/index.php?/topic/122617-105-buffalo-nasa-inspired-msev-fly-like-jetman-yves-rossy-with-the-jetwing/
  3. @Lack Sorry, I understand. Also, thanks a lot for this awesome mod! (It rhymes! )
  4. @LackCould you possibly make a separate download that contains just the cargo plane parts? These are the only parts I need, and manually deleting all other parts (to decrease startup time) is a pain in the butt...
  5. Well, why would it be needed? With two separate mods, people can choose what they want to do themselves. Also, about combining these mods, together they form an "automated" landing system. I love it! (Or is that what you meant? )
  6. Are you ever going to add tech tree support? I would love to use this mod in career as well, but everything is located in the "Advanced Motors" node, which is quite hard to unlock...
  7. I don't think I can do the things I want with MM, because they include your custom resource switch, and I have no experience at all with modeling. Also, I partially finished the mod, although it doesn't work, the loading bar in KSP stays stuck at the (modded) Tundra 200. I would be very thankful if anyone could help me and see what I did wrong. Download link: http://kerbal.curseforge.com/projects/armored-buffalo-wip
  8. Well, I don't know how to do that, and I also wanted to make a stand-alone mod. Also, I just finished it, so I'm still waiting for a reaction from Angel-125.
  9. Dear Angel-125, I really like your mod, and I'm using it in combination with BDarmory now, but the parts are a bit weak, and have no storage for ammo. Is it okay if edit your parts and then upload them as a seperate mod? Of course I will credit you, and link to the original mod. The things I would change are heat tolerance, crash tolerance, and what things the parts store. I look forward to your reaction!
  10. I'm sorry, I first commented then looked at the mod in KSP itself. I said it because in the Imgur album, I saw nothing about KIS storage, and it seemed like a good idea
  11. Could you add a part with KIS storage inside it, so I can transport parts using the rover?
  12. Heat Shielded Plane Parts A mod for re-entering with spaceplanes, which, as you might have experienced, break fast. Although I have made other small mods, I abandoned them quickly again after making them, simply because I don't have any experience with Blender, nor Unity, so all parts from this mod are currently modified stock parts. Also, I would highly appreciate it if anyone could help me with developing this mod, or leave suggestions. - - - Updated - - - Could anyone help me with this engine? (I would like to create a very powerful engine with a thrust of 5000 at mach 5) PART { name = turboFanEngine module = Part author = C. Jenkins mesh = model.mu scale = 1.0 node_stack_top = 0.0, 1.12, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, 2.7, 0.0 TechRequired = aerospaceTech entryCost = 25000 cost = 5200 category = Engine subcategory = 0 title = manufacturer = C7 Aerospace Division description = A highly advanced turbine engine using space-grade materials for very high performance. This new model features the latest in thrust vectoring and compression technology and is designed to operate best at higher altitudes and speeds. The advanced turbo ramjet design bleeds air around the compressor at high speed allowing a far maximum speed than regular jet engines, so engineers from C7 Aerospace assured us all those leaks are intentional. attachRules = 1,0,1,0,0 mass = 1.8 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.01 minThrust = 0 maxThrust = 5000 heatProduction = 120 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.8 useVelocityCurve = True flameoutEffectName = flameout powerEffectName = running_thrust runningEffectName = shockDiamond engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 2 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 3 } atmosphereCurve { key = 0 4000 0 0 } // Jet params atmChangeFlow = False useVelCurve = True useAtmCurve = False machLimit = 5 machHeatMult = 6.0 velCurve { key = 0 1 0 0 key = 0.2 0.98 0 0 key = 0.72 1.716 2.433527 2.433527 key = 1.36 3.2 1.986082 1.986082 key = 2.15 4.9 1.452677 1.452677 key = 3 5.8 0.0005786046 0.0005786046 key = 4.5 3 -4.279616 -4.279616 key = 5.5 0 -0.02420209 0 } atmCurve { // definite 'kink' to the curve at high altitude, compared to flatter BJE curve key = 0 0 0 0 key = 0.045 0.166 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimationEmissiveTurbofan } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleTestSubject environments = 71 useStaging = True useEvent = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 0.9 pitch = 0.0 0.8 pitch = 1.0 1.4 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } shockDiamond { MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = thrustTransform emission = 0.0 0.0 emission = 0.4 0.0 emission = 0.6 0.8 emission = 1 1.15 speed = 0.4 0.3 speed = 0.6 0.8 speed = 1.0 1.15 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.5 pitch = 0.05 0.6 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_flame transformName = thrustTransform emission = 0.0 0.0 emission = 0.2 0.0 emission = 0.3 0.8 emission = 1.0 1.15 speed = 0.0 0.8 speed = 1.0 1.15 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }